
Description:
Calcium Overdrive is a project that I worked on with a small team of 4 designers, 1 developer, and 3 artists. Calcium Overdrive is a First Person Parkour Slasher that allows players to traverse levels while killing hordes of enemies in these fast-paced environments.
- Download Link
- Kill Multiplier
- Melee Attacks (Light, Special, & Ultimate)
- Enemy Spawn System
- Boss Fight Mechanics
- Slide
- Core Gameplay Loops & Death / Spawn Logic
- Checkpoints
- Level Guide
- Obstacles (Closing Hallway, Crushing Ceiling, Moving Platforms)
- IPM Charts
- Controller Input Optimization
- Level Optimization (All LEvels)
- Animation Systems
- Cinematics
- Levels Designed
- Sprint 1 Review
- Sprint 3 Review
- Sprint 5 Review
- Sprint 2 Review
- Sprint 4 Review
- Sprint 6 Review
- Full Playthrough
- GDD
Tasks
Combat Systems
Kill Multiplier
To enhance combat, I introduced the kill multiplier during the second month of production based on substantial feedback. This system gradually increased players’ movement speed (x1 to x1.5) and attack speed (x1 to x2) as they accumulated kills. Initially, players felt positive about this addition but noted that the decay rate for lower and higher multipliers was not sufficiently distinct. To address this, I adjusted decay rates to vary with the multiplier level: x1 decays in 4 seconds, while x10 takes 10 seconds. This change not only rewards higher multipliers but also allows players to maintain them longer, promoting greater engagement and rewarding gameplay.



Melee Attacks (Light, Special, & Ultimate)
I introduced a light melee combo system, enabling a 3-strike attack combo with complete character control and a sword trail VFX. In the second month, I enhanced the system for flexibility with new weapons, creating functions to differentiate combo attack animations and singular attacks for varied weapon animations.
The special attack, my second addition, initially had bugs due to separate animation systems for airborne and grounded attacks. To address issues like infinite usage, I linked the grounded special attack to the mana system, encouraging strategic use. I resolved chaining problems during airborne attacks by adjusting bools in animation blueprints.
The first parkour section serves as a warm-up, allowing players to practice before reaching the palace entrance. Level 4 introduces chained grapples, and to incentivize their use, the alternative path is accessible only via a chained grapple sequence. This path is made more efficient and faster, while the basic path foreshadows the heavy use of mechanics with wall runs and grapple wall run combinations.
Enemy Spawn System
The level starts with the player spawning in front of a portal where the player can see a broken staircase leading them to the entrance of this large Gothic Palace where the Milkomancer resides. Behind the portal is what looks like a broken bridge/walkway that has floating railings and debris around it.


Boss Fight Mechanics
- Lava Attack –
- Spawn Enemies –
- Teleportation & Pathing
Movement
Slide
I designed our main character’s dynamic sliding mechanic. The slide increases player speed at a certain angle downward and decreases it while going upward. Sliding on a level surface gradually slows players until they stop. Managing animation systems and blueprints, I implemented logic to transition players into a crouched/crouch walk state when their speed dropped to a point where standing was not possible.

Features
Core Gameplay Loops & Death / Spawn Logic
The level starts with the player spawning in front of a portal where the player can see a broken staircase leading them to the entrance of this large Gothic Palace where the Milkomancer resides. Behind the portal is what looks like a broken bridge/walkway that has floating railings and debris around it.


Checkpoints
- Boss Monolith –
- Base Monolith –
Level Guide
In early development, we opted for levels with branching pathways to offer meaningful decisions, causing player confusion. To address this, I designed a level guide to direct players along the golden path and guide their focus.


Obstacles (Closing Hallway, Crushing Ceiling, Moving Platforms)
The first parkour section is a warm-up for players to practice their parkour while approaching the palace entrance. Players learned how to utilize chained grapples in Level 4, so to incentivize players to further utilize this mechanic I made the Alternative path only accessible via a chained grapple sequence. To further incentivize players to take this route I made sure that the alternative path was more efficient and faster than the basic path. The basic path has various wall runs and mechanic sequences like grapple wall run combinations, to foreshadow the heavy usage of the mechanic throughout the level.
Additional Work
IPM Charts
As lead level designer, I iterated on an IPM chart for features and mechanics to balance player instruction without overwhelming them. This guided the overall flow of levels and the game at both macro and micro levels.


Controller Input Optimization
As a passionate controller gamer, I helped optimize our game’s controller inputs for a more natural feel.
Level Optimization (All LEvels)
As the lead level designer, I helped optimize assets and improve level performance for our team by assisting with debugging using Unreal Frontend, Debugging Commands, and visualization tools.



Animation Systems
I used Unreal Engine’s Animation Systems to create diverse animation blueprints, incorporating state machines, mirror tables, blend functions, blendspaces, and other tools to develop all the game’s animation systems.
Cinematics
I used Unreal Engine’s Sequencer for in-game cinematics and the release trailer.

Omitted Features

- Spawner Boss
- Time Slow Ability
- Soul Devourer Sword
- Upgrade Shop/Training Grounds
- Upgrade UI/Logic
- Interaction Logic








